.string object_clipboard;
.entity object_attach;
+.float object_count;
.float material;
const float MATERIAL_NONE = 0;
}
}
+.float old_movetype;
void sandbox_AttachObject_Set(entity e, entity parent, string s)
{
// attaches e to parent on string s
+ e.old_movetype = e.movetype; // persist this
+
e.movetype = MOVETYPE_FOLLOW;
e.solid = SOLID_NOT;
e.takedamage = DAMAGE_NO;
{
if(head.owner == e)
{
- head.movetype = MOVETYPE_TOSS;
+ head.movetype = head.old_movetype; // revert to previous physics
head.solid = SOLID_BBOX;
head.takedamage = DAMAGE_AIM;
setorigin(e, trace_endpos);
e.angles_y = self.v_angle_y;
+ self.object_count += 1;
+
return e;
}
+void sandbox_RemoveObject(entity e)
+{
+ remove(e);
+ e = world;
+
+ self.object_count -= 1;
+}
+
string sandbox_Storage_Save(entity e)
{
// save object properties
print_to(self, "^7\"^2remove_object^7\" removes the object the player is looking at. Players can only remove their own objects");
print_to(self, "^7\"^2duplicate_object_copy^7\" copies the object the player is looking at. Players can only copy their own objects");
print_to(self, "^7\"^2duplicate_object_paste^7\" pastes the copied object in front of the player");
+ print_to(self, "^7\"^2attach_object ^3property value^7\" attaches one object to another. Players can only attach their own objects");
+ print_to(self, "^7Attachment properties for ^2attach_object^7:");
+ print_to(self, "^3get ^7- selects the object you are facing as the object to be attached");
+ print_to(self, "^3set value ^7- attaches the previously selected object to the object you are facing, on the specified bone");
+ print_to(self, "^3remove ^7- detaches all objects from the object you are facing");
print_to(self, "^7\"^2edit_object ^3property value^7\" edits the given property of the object. Players can only edit their own objects");
print_to(self, "^7Object properties for ^2edit_object^7:");
print_to(self, "^3skin value ^7- changes the skin of the object");
// ---------------- COMMAND: SPAWN OBJECT ----------------
case "spawn_object":
- // don't allow spawning objects without a model
+ if(self.object_count >= autocvar_g_sandbox_maxplayerobjects)
+ {
+ print_to(self, strcat("WARNING: Cannot spawn any more objects. Each player may have up to ^3", ftos(autocvar_g_sandbox_maxplayerobjects), " ^7objects at a time"));
+ return TRUE;
+ }
if(cmd_argc < 3)
{
print_to(self, "WARNING: Attempted to spawn an object without specifying a model. Please specify the path to your model file after the 'spawn_object' command");
{
if(autocvar_g_sandbox_info)
print(strcat(self.netname, " removed an object at origin ", vtos(e.origin), "\n"));
- remove(e);
- e = world;
+ sandbox_RemoveObject(e);
return TRUE;
}
print_to(self, "WARNING: No object in clipboard. You must copy an object before you can paste it");
return TRUE;
}
+ if(self.object_count >= autocvar_g_sandbox_maxplayerobjects)
+ {
+ print_to(self, strcat("WARNING: Cannot spawn any more objects. Each player may have up to ^3", ftos(autocvar_g_sandbox_maxplayerobjects), " ^7objects at a time"));
+ return TRUE;
+ }
e = sandbox_SpawnObject();
sandbox_Storage_Load(e, self.object_clipboard);